I love the new enemies. I love the perk overhaul. I love the new difficulty curve. I love that attrition is a thing.
Nice, we seem to have hit the main targets then!
I unlove how long a run takes- there is too much incentive to fully clear floors, and doing so is a time consuming process. Not sure how this could be fixed, though I have some bad ideas.
Yeah, the actual floor sizes have been reduced quite significantly, but that's probably been offset due to not being able to steamroller the game as easily. Maybe reduce the XP requirements, so you level up a bit more quickly? Misery's thoughts on this also sound good. A few more open, less nightmarish death trap rooms should help.
I unlove how many modules got dropped. I've got a blade module already, I don't need to see this rubbish!
Hmmm, yeah, not sure how else we fit the modules into the pools. The only place for modules in which you're not going to get annoyed because you already a good one, is in shops. Or any rooms with a choice of three items. On the other hand, modules are generally super powerful, so you kind of want them to drop from bosses (scratches head). Anybody in favour of just having them in shops and secret item rooms?
I ++unlove how late game minibosses seem to drop basic pickups rather than permanent loot. I killed this guy for a reason, and that reason wasn't getting two missiles. (No loot from minibosses would be fine, as long as it was consistant)
Originally minibosses would mostly only drop weapons, but Misery thought that was too much, so we added in resource drops. I think it can be useful to know that a miniboss can drop some decent resources as it gives you some options when it comes to combating attrition. Most of the time you will probably be seeing weapon drops, though. There should be no difference between the early and late game ratio of weapons to resources drops.
The biter dudes are very cool but mildly unimpactful. Might be worth bumping their attack speed up slightly?
Just to clarify, do you mean the Anklebiters or the Chompers? If you mean the Anklebiters then I think one of the problems could be that since their ability to shoot through walls has been removed, a lot of the time they seem to be in positions that their attacks are stopped by walls and only minimally effective.
+Shield should probably not be a perk. It was super good before, and it's super better now that attrition is higher.
I kind of like it there as a late game anti-attrition option. If I'm really struggling with attrition then I would probably grab it, if not I'll go for something else.
+Shield should definitely not be a perk available to flame tank, because there it's actually useless.
Yeah, that seems like a fair point.
The new damage tooltips are confusing and inconsistant. Brute listed as a x10% damage boost- it's not clear that x10% is an additive multiplier. Every Shot Counts is listed as a x20% damage boost- it's not clear that x20% is a straight multiplier.
Yeah, getting this language correct has always been a struggle. If Brute says x10% then that's just a mistake, it should say +10%. So generally, we're not liking the x10% for a multiplier, +10% for additive then? Anyone got any thoughts on this?
With all the "Location of X" perks, you may wish to remove Spire Knowledge as a purchasable, or at least make it's tooltip clearer.
I'll take a look at the clarity of the description, thanks.
I'm worried that missile damage might get silly. Will report back with results.
I've tested this a bit, and was surprised that things didn't seem to get too crazy. I believe I grabbed all the missile damage multipliers and a powerful launcher, then fought Terminus and things weren't crazily OP. Might need tweaking, though.
Thanks for the feedback!